A building represents a collection of facilities scattered across a world that create jobs that generate different kinds of resource that are not suitable to large-scale resource gathering. They are limited by the planet's population and capped to 16 buildings at 75 pops, with the first slot always being occupied by the colony's capital building. Each additional 5 pops unlock a new building slot.

If the number of pops falls below the number required for a building slot any constructed building will become ruined and stop producing jobs. Ruined buildings can be rebuilt for half the time and cost of a new one. If a planetary population is completely wiped out (either by resettlement or warfare), all pre-existing buildings will be completely destroyed.

Planet Build Speed is a modifier that lowers the building time for all buildings. This modifier can be very useful, as it also affects building upgrades, and higher level buildings can take longer to build.

The Colony Capital always occupies the first building slot and provides some of the basic housing, amenities, jobs that reduce crime and spawn defence armies, and other jobs which vary depending on empire authority and civics. Many other buildings require a sufficiently high-level capital building before they can be built or upgraded, which gates your colony's development. Capital buildings cannot be demolished, downgraded, ruined, or disabled.

The standard set of capitals are built on planets without a special designation as well as ringworlds by authorities.

The base capital provides Colonist jobs that produce food and amenities to assist with the initial upkeep of a newly settled colony, they are removed upon upgrading. The upgraded capitals provide Administrator jobs and some Civics and Authorities replace some of them with other Ruler Stratum jobs.

Capital

Produces

Jobs

Upkeep

Time

Cost

Description

Reassembled Ship Shelter

Housing +3

Amenities +3

Colonist +2

-1, Roboticist +1

−1

0

0

The remains of a Colony Ship, reassembled for planetside form and function.

Planetary Administration

Housing +5

Amenities +5

Administrator +2

Enforcer +1

-1, Noble +1

-1, High Priest +1

-1, Merchant +1

-1, Science Director +1

-2, Executive +2

Roboticist +1

−3

480

500

Seat of the local ruling elite

Planetary Government

At least 10 pops

Planetary Capital

Housing +8

Amenities +8

Administrator +3

Enforcer +2

-1, Noble +1

-1, High Priest +1

-1, Merchant +1

-1, Science Director +1

-3, Executive +3

Roboticist +2

−5

600

1000

A sprawling complex of bureaucratic structures that acts as the administrative center for a major colony.

Colonial Centralization

At least 40 pops

System Capital-Complex

Housing +10

Amenities +10

Administrator +4

Enforcer +3

-2, Noble +2

-2, High Priest +2

-2, Merchant +2

-2, Science Director +2

-4, Executive +4

Roboticist +3

−10

900

2000

A towering configuration of administrative bureaus and networked infrastructure, allowing the construction of highly demanding facilities.

Hive Mind empires only have two capital buildings. They are the equivalent to the level 2 and 3 capitals of other empires for conversion purposes, even if the world previously contained a level 1 or 4 capital.

Capital

Produces

Jobs

Upkeep

Time

Cost

Description

Hive Core

Housing +8

Amenities +8

Synapse Drone +2

Maintenance Drone +2

Hunter-Seeker Drone +1

−2

0

0

The organizational core from which the Hive Mind coordinates planetside functions.

Hive Nexus

Housing +15

Amenities +15

Synapse Drone +3

Maintenance Drone +5

Hunter-Seeker Drone +2

−4

480

1000

A sprawling capital complex from which the Hive Mind focuses planetary organization, coordination, and planning.

Machine Intelligence empires use buildings similar to regular empires and will convert to or from them if a planet is conquered by an empire with different authority. Machine capitals provide Replicator jobs to assemble Machine Pops that don't reproduce themselves. Driven Assimilator Empires have one fewer Replicator job from each capital building.

Capital

Produces

Jobs

Upkeep

Time

Cost

Description

Deployment Post

Housing +5

Amenities +5

Maintenance Drone +1

Hunter-Seeker Drone +1

Replicator +2

-1

−1

0

0

The initial deployment post from which we will expand on this world.

Administrative Array

Housing +8

Amenities +8

Maintenance Drone +2

Hunter-Seeker Drone +1

Replicator +2

-1, +1

−3

480

500

A semi-autonomous computer network that handles the various administrative functions on a planet.

Planetary Government

10 pops

Planetary Processor

Housing +10

Amenities +10

Maintenance Drone +3

Hunter-Seeker Drone +2

Replicator +2

-1, +1

−5

600

1000

A powerful administrative computer that has been designed to manage and oversee the various functions of a complex planetary settlement.

Colonial Centralization

40 pops

Primary Nexus

Housing +12

Amenities +12

Maintenance Drone +4

Hunter-Seeker Drone +3

Replicator +2

+1 if 10+ pops

+1 if 40+ pops

-1, +1

−10

900

2000

The administrative heart of the system. Hundreds of AIs process requests and manage the minute but critical details that are involved in running an efficient interstellar civilization.

Each regular building has up to 3 tiers, which determine its number of Jobs, upkeep, construction time and cost. Tier II and III buildings also require a certain strategic resource for construction and upkeep.

Tier

Energy upkeep

Advanced resource upkeep

Time

Minerals cost

Advanced resource cost

I

−2

0

360

400

0

II

−5

−1

480

600

50

III

−8

−2

600

800

100

If a world is conquered by an empire that uses a different set of buildings for the same primary resource the existing buildings will be converted into new ones of the same tier.

Housing buildings provide Housing and come in two tiers. The advanced resource used to upgrade their tier is Rare Crystals. If the world is conquered by an empire with different government each housing building will be converted into the equal tier counterpart of the new owner.

Trade Buildings create Clerk and Merchant Jobs, which generate Trade Values and Amenities. While Clerk Jobs have a poor yield of only 2 Trade Value per Jobs, Commerce Buildings provide a significant number of them.

Building

Jobs

Upkeep

Time

Cost

Description

Commercial Zones

Clerk +5

−2

360

400

These commercial zones are home to towering office buildings and business complexes.

Gestalt Consciousness

Thrall World

Commerce Megaplexes

Clerk +10

Merchant +1

−5−1

480

600 50

Great commercial spires and towers rising up towards the sky, blotting out the light.

The unpredictable and sometimes unstable Volatile Motes are produced here artificially. No open flames are permitted within a five kilometer radius of the plants.

Volatile Material Plants

Resort World

Thrall World

Exotic Gas Refineries

Gas Refiner or Refinery Drone +1

−3

480

500

These advanced refineries work day and night to produce exotic gases.

Exotic Gas Refining

Resort World

Thrall World

Synthetic Crystal Plants

Translucer or Lensing Drone +1

−3

480

500

Nearly identical to the real thing, the crystals produced here are of the highest quality.

Rare Crystal Manufacturing

Resort World

Thrall World

Kha'lanka Crystal Plant

Translucer or Lensing Drone +3

−3

800

1000

The discovery of new crystal manufacturing techniques, far below the surface in the city of the Kha'lanka lithoids, has effectivized artificial crystal manufacturing through oxidation of rapidly growing silicon-based cell clusters.

Rogue Servitor empires need Organic safekeeping buildings to provide Bio-Trophy Jobs for Unity. These buildings are converted into Housing buildings of equal tier if the planet is conquered by an empire that lacks the civic.

Building

Jobs

Upkeep

Time

Cost

Description

Organic Sanctuary

Bio-Trophy +10

Maintenance Drone +1

−2

360

400

This sanctuary provides a sealed environment where organics can thrive in a safe and above all controlled manner.

Organic Paradise

Bio-Trophy +20

Maintenance Drone +2

−5−1

480

600 50

An AI-controlled artifical paradise designed to satisfy every need a sapient organic being might have, just so long as it does not express a need for self-determination.

Military buildings produce defense armies and are vital for the protection of a world. Once constructed they will always be placed at the top of the buildings order to be the last buildings destroyed by orbital bombardment. Fortresses can also contain an FTL inhibitor if the FTL Inhibition technology has been researched.

Building

Produces

Jobs

Upkeep

Time

Cost

Description

Stronghold

Housing +1

Soldier or Warrior Drone +1

−1

240

600

A planetary stronghold housing a substantial garrison force to protect the world from invasion and rebellion.

Tier 1 Capital

Fortress

Housing +3 FTL inhibitor

Soldier or Warrior Drone +3

−1−1

360

400 50

A massive fortress complex with an expanded garrison and training facilities for soldiers.

A fashionable headquarters for the ministry of culture, helping to spread knowledge, entertainment and art to the masses.

Thrall World

Planet Unique

Numistic Shrine

Merchant +2

Priest +2

180

1000

Caravan

Gestalt Consciousness

A shrine devoted to the worship of Numa, goddess of fortune.

Waste Reprocessing Center

Energy +10

Minerals +10

Amenities +5

Tech-Drone +2

480

100

Caravan

Gestalt Consciousness

A planet's one stop center for converting industrial and biowaste into mostly clean, mostly reusable energy and minerals. Designed by the Racket Industrial Enterprise, Its construction is somewhat arcane, and largely non-reverse-engineerable.

Fallen Empire buildings are found on the homeworlds and planets of Fallen Empires. These buildings uses incredibly advanced arcane technology, and as such are exceptionally effective compared to regular empire buildings. Most are autonomous, which can be used by other empires if captured. Ruined Fallen Empire buildings can be repaired. Fallen Empires, awakened or not, can never build more Fallen Empire buildings (with a few exceptions), making these buildings highly valuable.

Using the Reverse-Engineer Arcane Technology artifact action has a small chance to allow the user to build a Fallen Empire building on one of their planets. Each building takes 480 days to construct. If demolished however, they cannot be rebuilt.

Building

Produces

Jobs

Upkeep

On Capture

Description

Ancient Palace

+2 Overseer

+2 Protector

−10

Converts to high level capital

A massive palatial complex built in a different age. The decrepit and abandoned wings are not betrayed by its shining exterior.

Is the colony capital of biological Fallen Empire worlds

Ancient Control Center

+5 Guardian

−10

Converts to high level capital

The ancient control center of this section of the ringworld is just barely kept functional by the tireless effort of a legion of machine drones.

Is the colony capital of Ancient Caretakers worlds

Xeno Preserve

+30 Housing

+15 Amenities

+2 Xeno-Keeper

−10

Converts to low level capital

A highly sophisticated preserve that maintains the natural habitat of the "preserved" alien species perfectly.

Is the colony capital of The Preserve

Aegis Complex

+5 Protector

−10

Converts to Fortress

A massive planetary defense complex housing a multitude of armories stocked to the brim with advanced precursor weaponry.

The collected knowledge of five galactic ages is supposedly stored here, but the ability to operate the exceedingly complex and arcane data retrieval system has long since been lost. Still, whatever scraps of data can be obtained are often invaluable.

Can only be found on The Archives

Empyrean Shrine

+3 Augur of the Shroud

−10

Converts to planet unique Unity building

The shrine itself vibrates somehow, making it appears slightly blurred from a distance.

Can only be found on Sky Temple

Ancient Cryo-Chamber

−20

Must be demolished or replaced

Rows upon rows of cryo-pods line this massive structure, containing the long-expired remains of billions of alien specimens frozen long ago.